by Staff [04.08.19]
"10,000 guests was what we targeted, and simulating each seemed like a challenge. This was where using flow/potential fields became very appealing." - Owen McCarthy, principal programmer at Frontier.
by Gamasutra Staff [04.07.19]
This week's roundup includes the smash success of indie sequel Risk of Rain 2, a fascinating new Lego coding toy, and what's up with the new Super Meat Boy game, plus lots more.
by Staff [04.05.19]
Here are just some of the many, many positions being advertised right now on the Gamasutra Job Board.
by Chris Kerr [04.05.19]
The decision to rework two huge franchises for Labo VR is a fairly big statement of intent from Nintendo, and perhaps indicates the company has even bigger plans where virtual reality is concerned.
by Gamasutra Community [04.04.19]
Let’s talk about blood in video games, and the 2D pixel bloodstain system developed for a weird narrative experience called NetherWorld.
by Alissa McAloon [04.03.19]
Bohemia Interactive is looking for a dev familiar with C# and Unity to join its team in Prague.
by Bryant Francis [04.02.19]
The Gamasutra editorial team shares their favorite photos of slides from different GDC 2019 talks.
by Staff [04.01.19]
Crystal Dynamics is looking for a talented software engineer to maintain and extend its world-class proprietary tools and pipelines.
by Gamasutra staff [03.29.19]
This week's roundup includes a look at the Apple Arcade announcement, an intriguing video on how the Mongolian steppes do gaming, plus pieces on Sekiro, clicker games, AR, video game folklorists.
by Staff [03.27.19]
In this 2017 GDC session, Avalanche Studios' Robert Meyer discusses the technical designs, interfaces, and methods the studio used to develop a robust AI system that was flexible for level designers.
by Bryant Francis [03.27.19]
Here are some high-quality livetweets of GDC 2019 that may help you learn more about the game-making process.
by Sergio Vieira [03.27.19]
This post serves as an introduction to a "homebrew" video game console made from scratch, using a lot of inspiration from retro consoles and modern projects but with a unique architecture.
by Gamasutra Community [03.26.19]
You see a lot of slides at GDC. These are the best ones from the sessions I attended.
by Gamasutra Community [03.26.19]
2018 may have brought some failures, but it also was a much more successful year. I'll cover the essence of how I am approaching the growth of the company leading into new developments.
by Staff [03.25.19]
GDC 2019 may be in the books, but you can catch Gamasutra's coverage from last week right here, from details on Google Stadia to brilliant talks on game design to interviews from game industry luminaries plus all the news you can use.
by Alex Wawro [03.20.19]
Epic hosted its usual 'State of Unreal' briefing at GDC today, and the big news for Unreal devs seems to be a new online services SDK, ray tracing support, and a big upcoming "Chaos" physics system.
by Alex Wawro [03.18.19]
Unity has partnered with Microsoft-owned Havok to update its game engine with two new physics systems: one new default option and a 'high-end' option backed by Havok's proprietary physics engine.
by Alissa McAloon [03.18.19]
Marvel's Spider-Man led to a good deal of AI problems (and interesting solutions!), something lead gameplay programmer Adam Noonchester dove into during an AI Postmortem on the game.
by Chris Kerr [03.18.19]
Veteran game and entertainment exec Danny Bilson has been named the new director of USC Games, succeeding celebrated game designer Tracy Fullerton.
by Staff [03.18.19]
Gamasutra is on-site at GDC 2019 in San Francisco this week! Follow our coverage at our dedicated event page.